
/****************************************************************************/
/*Copyright (c) 2011, Florent DEVILLE.                                      */
/*All rights reserved.                                                      */
/*                                                                          */
/*Redistribution and use in source and binary forms, with or without        */
/*modification, are permitted provided that the following conditions        */
/*are met:                                                                  */
/*                                                                          */
/* - Redistributions of source code must retain the above copyright         */
/*notice, this list of conditions and the following disclaimer.             */
/* - Redistributions in binary form must reproduce the above                */
/*copyright notice, this list of conditions and the following               */
/*disclaimer in the documentation and/or other materials provided           */
/*with the distribution.                                                    */
/* - The names of its contributors cannot be used to endorse or promote     */
/*products derived from this software without specific prior written        */
/*permission.                                                               */
/* - The source code cannot be used for commercial purposes without         */ 
/*its contributors' permission.                                             */
/*                                                                          */
/*THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS       */
/*"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT         */
/*LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS         */
/*FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE            */
/*COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,       */
/*INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING,      */
/*BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;          */
/*LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER          */
/*CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT        */
/*LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN         */
/*ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE           */
/*POSSIBILITY OF SUCH DAMAGE.                                               */
/****************************************************************************/

#pragma once

#include "CVector3f.h"
#include "Material.h"

class Vertex
{
public:  
	float X;   
	float Y;
	float Z;
	       
	double U;   
	double V;
};

class GLUquadric;

class OGLVisu
{
private:
	//singleton variable
	static OGLVisu* _instance;

	//sphere variable
	GLUquadric* _sphereQuadric;

	//disc variable
	GLUquadric* _discQuadric;

private:
	//constructor
	OGLVisu();

	//destructor
	~OGLVisu();

public:
	//return the singleton instance
	static OGLVisu& getInstance();

	//delete the singleton
	void close();

	//add a point light to the scene
	void addPointLight(unsigned int lightID, const CVector3f& position, const CVector3f& attenuation, Material& m);

	//add a directional light to the scene
	void addDirectionalLight(unsigned int lightID, const CVector3f& direction, Material& m);

	//add a spot light to the scene
	void addSpotLight(unsigned int lightID, const CVector3f& position, const CVector3f& direction, 
		const CVector3f& attenuation, float cutOff, float exponent, Material& m);

	//add the global ambient light
	void addGlobalAmbientLight(float* light);

	//draw a box with the specific size
	void drawBox(float width, float height, float depth);

	//draw a sphere
	void drawSphere(float radius);

	//draw a cylinder
	void drawCylinder(float radius, float height);

	//draw a cone
	void drawCone(float radius, float height);

	//draw a torus
	void drawTorus(float smallRadius, float bigRadius);

	//draw a triangle calculating it's normal
	void drawTriangle(const CVector3f& v1, const CVector3f& v2, const CVector3f& v3);

	//draw a triangle
	void drawTriangle(const CVector3f& v1, const CVector3f& v2, const CVector3f& v3, const CVector3f& n);

	//draw the translation mark
	void drawTranslationMark(const CVector3f& hoovered);

	//draw the rotation mark
	void drawRotationMark(const CVector3f& hoovered, float radius, const CVector3f& rotation);

	//draw the scale mark
	void drawScaleMark(const CVector3f& hoovered);

	//draw a simple rotation mark
	void drawSimpleRotationMark(bool hoover, float radius);

	//draw the box which surround the selected object
	void drawSelectionBox(float width, float height, float depth);

	//draw the representation of a directionnal light
	void drawDirectionnalLight(const CVector3f& direction);

	//draw the representation of a point light
	void drawPointLight()const;

	//draw the representation of a spot light
	void drawSpotLight()const;

	//draw the grid
	void drawGrid(const CVector3f& eye)const;

	//disable all the opengl source lights
	void disableUnusedLights(int nbUsed)const;

	//draw the representation of the camera
	void drawCamera()const;

private:
	//create the vertex buffer for the sphere
	void createSphere();

};

//call the singleton
#define VISU OGLVisu::getInstance()